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Amnesiac

You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.

Wait. What. Who? Oh, ok. Wait. What?

Storyteller cues

First nightDo whatever needs to be done to satisfy the Amnesiac's ability.

Other nightsDo whatever needs to be done to satisfy the Amnesiac's ability.

How to run it (Storyteller)

The Amnesiac's actual ability is chosen by you before the game begins — pick something coherent with the script and track it carefully so your accuracy feedback is consistent. Each day, the Amnesiac privately tells you their guess, and you respond with a temperature-style hint (cold, warm, hot, bingo) calibrated to how conceptually close they are to the real ability. The nastiest edge case is deciding what 'accurate' means when the ability is multi-part — establish internally whether you are rating mechanism, trigger, or information type, and stay consistent across days. Watch for the Amnesiac broadcasting guesses publicly too early, which can hand evil players a roadmap to what unknown power they need to suppress.

How to play

  • Treat each day's guess as a structured experiment: isolate one variable at a time (when does it trigger? what information does it produce? who does it target?) so that temperature feedback narrows the ability systematically rather than randomly.
  • Log every hint you receive privately — 'cold' on 'you see alignments' and 'warm' on 'you see a player's role' is cumulative data that can be reconstructed into a confident read over several days.
  • Timing your reveal: once you hit 'hot' or 'bingo,' immediately assess whether sharing the ability publicly helps good more than it helps evil — an unknown power is often safer kept vague if evil hasn't nominated you yet.
  • If you genuinely cannot decode the ability by mid-game, share the hints themselves with trusted players rather than speculating wildly; the hint trail is verifiable information that a Storyteller can corroborate.
  • The single most common mistake is chasing specificity too early — guessing 'I see the alignment of the player who dies tonight' on day one wastes a guess that could test a broader category like 'I receive information about deaths at all.'

How to bluff as the Amnesiac

  • Claim you have been getting 'cold' or 'lukewarm' feedback all game to explain why you have no useful information to share — this is low-risk because it requires no fabricated ability claim and good players expect an Amnesiac to be confused.
  • If pressed to reveal your best guess, pick a weak or redundant version of an ability already confirmed on the script (e.g., 'something like a second Empath') so that it sounds plausible but adds nothing town can act on.
  • Escalate your fake confidence slowly — go from 'I think it involves players sitting near me' to 'I think I detect evil neighbors' over several days, mimicking the real progressive refinement process an Amnesiac would use.
  • The tell that exposes a fake Amnesiac is claiming a 'bingo' on an ability that is mechanically impossible given the script or that suspiciously benefits evil (e.g., 'I can identify the Demon') — real Storytellers pick abilities that fit the game, so overclaiming exposes you.
  • If you are the Demon, consider bluffing Amnesiac to explain erratic or passive behavior early game; it is one of the few roles that justifies having no concrete information to offer without raising immediate suspicion.

Key interactions

Poisoner

If the Amnesiac is poisoned, the Storyteller may give inaccurate temperature feedback, silently corrupting the entire deduction chain the Amnesiac has built. Because the Amnesiac has no way to distinguish poisoned feedback from real feedback, a single poisoned day can send them confidently in the wrong direction for the rest of the game.

Drunk

A Drunken Amnesiac receives unreliable accuracy hints without knowing it, meaning the ability they think they have decoded could be entirely fabricated through bad feedback. This is particularly dangerous because the Amnesiac's entire value depends on the hint system being trustworthy.